Whatever you do the texture needs to be square and have a side of binary length
( 32, 64, 128 etc ) in order to be passed to the hardware. If you want to use
multiple images you will probably want to use normal Java2D techniques to
combine them into a single square image file and then use that a
I'm guessing people would say that because of the crossover between
java3d-interest@java.sun.com and the [EMAIL PROTECTED] list.
I can't see any point in not merging the lists, to be honest, as they are
pretty close to identical in content, but while there are two I will stay
subscribed to both
Here is the code I used to find how much the model should move each frame in
the J3d tutorial I wrote a couple of years back.
Code:
public double getStep()
{
long echo = J3DTimer.getValue();
double wrongun= ((echo-oldTime)/1000);
wrongun = wrongun*step;
oldTime=echo;
retu
I put together a tutorial a while back that covers some basic game-oriented J3d
- it's not quite the same but you should be able to adapt the navigation
behaviour from that fairly easily.
http://www.newview.co.uk/e/tutorials/java3d/index.jsp
-Original Message-
From: Discussion list for
Unfortunately not, but if you want an easy deployment for an
application you might want to look at Webstart.
-Original Message-From: Discussion list for Java 3D
API [mailto:[EMAIL PROTECTED]On Behalf Of
FantasyFooty.orgSent: 08 September 2004 16:48To:
[EMAIL PROTECTED]Subje
(like you get with 1st person shooters). And is orbitbehaviour the same as
mouserotate?
- Original Message -
From:
Ben Moxon
To: [EMAIL PROTECTED]
Sent: Tuesday, September 07, 2004 2:16
PM
Subject: Re: [JAVA3D] Newbie
Question
I
I
don't know about sample files - I haven't seen any, or maybe I did, but not for
a long time and I don't recall where- but if you follow through that
tutorial you should be able to sort out a roaming camera approach from it with a
bit of extension of the existing behaviour, perhaps looking
Title: Message
Java3D
is open source now, or is well on the road to it.
Jogl
is different- lets you make openGL calls from java. There is also LWJGL which
does something similar but doesn't rely on AWT.
Xith
is based on Java3D but is aimed more towards gamers- if you are learning, you
m
The basics of J3d haven't changed so the Sun tutorials are still quite useable. There
are also some tutorials at http://www.j3d.org although they are mostly quite specific
to individual topics.
If you want some paper, Daniel Selman's book ( http://www.manning.com/selman/ ) is
probably the best
irectx and opengl
Ben Moxon wrote:
> Technically it should make absolutely no difference in terms of how your code works
> which version you are using.
Not correct. There are specific known differences between the two due to
differences in the rendering APIs. All the known differences
Technically it should make absolutely no difference in terms of how your
code works which version you are using.
I have
found that people have problems with one or the other based mostly on their
hardware drivers.
-Original Message-From: Discussion list for Java 3D
API [mailto
It would be logical, I think, to merge this list with the [EMAIL PROTECTED] list, if
that is possible.
-ben
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Chien Yang
Sent: 29 June 2004 15:01
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Java3D
What is the position of this mailing list relative to the new [EMAIL PROTECTED] and
[EMAIL PROTECTED] mailing lists? What about the java3d.dev.java.net forum? How does
that relate to the JDC java3D forum?
I'm a bit concerned that if we aren't careful we are going to end up with too many
forum
Those were different posts, some time later. J3d has hung in the balance for a while,
and understandably so- how has it's existence really benefited sun? They are in
business to make a profit, rather than to make us developers happy.
My view would be that the guys who run j3d.org are pretty busy
I don't know of any Java3d websites aside from j3d.org that have seen any updates over
the last few years.
The best and most immediate source of information about java3d, in my experience, is
this list. That is exactly where the guys on j3d.org got that information from. The
sources this was co
I'm fairly sure I read both pieces of information on this site, both sourced from an
address that appeared to be a sun on. Maybe it was a question of embittered developers
who have just been made reduntant but for the following three months or so Sun said
nothing about the matter, so what are we
Assuming you have some experience of java programming, you will probably want to start
by downloading and installing java3d and reading through the Sun tutorials.
Once you've done that, I recommend taking a look at the Kev Glass' tutorials over at
new dawn software: http://www.newdawnsoftware.co
I have seen little evidence of anyone using VRML in the real world for the last 3-4
years. It is one of those "neat idea, never quite went anywhere" kind of things, as
far as I can tell.
I mean I'm sure it is being used by some people, but by and large it comes across as
cumbersome, hard to use
It sounds like a problem in the native code somewhere- you could start by making sure
your video card drivers are up to date and perhaps try checking your Windows
Application Log to see if that has noticed anything.
-ben
-Original Message-
From: Discussion list for Java 3D API
[mailto:[
The single texture with multiple areas technique is very widely used in games. Take a
look at the models and textures for pretty much any first person shooter to see this
in action.
-ben
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Florin
I
would say that JOGL is your best option- that will let you pretty much port your
OpenGL code directly whereas with Java3D you will have to redesign your system
into the Java3D paradigm, which would probably add unnecessary
work.
-ben
-Original Message-From: Discussion list for
1. The javadocs
are best for this.
2. The basic
difference is that with a MouseBehavior it is like you holding the camera still
and moving the universe around, whereas with an orbitbehavior you move the
camera around within the universe - consequently the orbitbehaviour is slightly
less h
Look up the
OrbitBehaviour in the javadocs.
-Original Message-From: Discussion list for Java 3D
API [mailto:[EMAIL PROTECTED]On Behalf Of dafna
gordonSent: 27 November 2003 16:05To:
[EMAIL PROTECTED]Subject: [JAVA3D] moving
camera
how do i move my camera in circles? lik
is a solution but not a good one in my opinion. If a user comes
closer and the picture doesn't is in high-resolution, he would see the
trick.
Michael
On Thu, 27 Nov 2003 11:56:45 -, Ben Moxon <[EMAIL PROTECTED]> wrote:
> Just use a picture of the light source and place it on an
Just use a picture of the light source and place it on an oriented shape3d facing the
ViewPlatform at the same place as the light itself.
-ben
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Michael Pfeiffer
Sent: 27 November 2003 11:53
To: [
At its most basic, skin and bones animation defines a "skeleton" in terms of a frame
underneath the surface mesh of a model, able to bend or twist at joints within given
ranges with those bends and rotations then affecting the skin appropriately. In terms
of your model I think you would need you
h the windows shell.im trying to find other solutions besides
using c++, if c++ is the best solution than i dont mind learning the language
and doing everything..i just want to be positively sure that it can be
done. i have about 6-7 mths to do this.......Ben Moxon
<[EMAIL P
If you
look at the .net runtime you will find that offers memory-managed directX which
you can write for with C#, which is very similar to Java. Almost as though
when MS were not allowed to embrace and extend java any more, they took all
their java developers off and gave them a new language
What is the problem?
Remember that if you want to move anything while it is part of a live scene you need
to use a Behaviour.
-ben
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of ADRIANA RAMIREZ
Sent: 07 November 2003 14:40
To: [EMAIL PROTECT
But also ATI are very bad at OpenGL - it is one area where, afaik, Nvidia still do a
little better.
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Christian Britton
Sent: 31 October 2003 17:01
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] develo
DirectX 9 actually talks to the .net runtime, so you can use it with C# or Managed
C++ which should save a whole bunch of memory worries.
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Nicholas Pappas
Sent: 31 October 2003 14:42
To: [EMAIL PR
Probably simpler than you need, but a basic introduction:
http://www.newview.co.uk/e/tutorials/java3d/index.jsp
-ben
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Flavius Alecu
Sent: 31 October 2003 00:27
To: [EMAIL PROTECTED]
Subject: [JAVA
I agree that this sounds basically more like a directX project. You don't really gain
anything from platform independance or java working inside the virtual machine (in
fact these both play somewhat against you) if you are working only to replicate
windows functionality so J3d is probably not th
What about using a sphere for the general background and adding white points to the
background geometry for the starfield. I don't really understand how background nodes
work- does anyone know if this would be possible?
-ben
-Original Message-
From: Discussion list for Java 3D API
[mail
My AV
software thought the same.
-Original Message-From: Discussion list for Java 3D
API [mailto:[EMAIL PROTECTED]On Behalf Of Ajay
KumarSent: 07 October 2003 10:01To:
[EMAIL PROTECTED]Subject: Re: [JAVA3D] A new
game
I think this file contains virus.
Regards,
A
enabled on the material,
and that your lights are also enabled. Looks like the
color of your light - directional is it ? - is probably
close to black. Specify the light color as ( 0.7f, 0.7f, 0.7f )
and the Material as default, and see if that would help.
Vaidya
>On Mon, 8 Sep 2003 16:02:04 +0100,
sting the texture blend colour and the ambient colour of the Material but
none of it seems to be making any difference. I know the lights are in bounds because
they are affecting other objects in the scene.
I'm sure I'm missing something obvious, but I just can't see what!
-ben
Be
;
}
I don't get any kind of error message when the behaviour is run but neither is
ProcessStimulus called.
Thanks,
-ben
Ben Moxon
newview*
t: 01483 685 398
e: [EMAIL PROTECTED]
w:http://www.newview.co.uk/
Sun aren't very good at formal announcements, but they have decided to fire all the
developers that remained on it and adopt an openGl binding to offer 3D capabilities
from Java. All that points away from continued development or even maintainance of
Java3D.
It won't stop working how it does n
An
account of the Xith3D design and it's development progress can be found over at
the old JavaGaming.org forums - starting here, perhaps: http://www.javagaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=3D;action="">
It
aims to be broadly Java3D compatible but with more of a gaming
approach.
The other big advantage of Java3D is that it is a big well documented and coherent
reference implementation. That meant that it was relatively easy to learn because a)
everyone was using the same API and b) there were books about it. I would never have
been able to do most of the j3D stuff I hav
Create a "jre" directory in your installer folder and create a "bin" directory inside
it. Put the java3d dll files into it and make sure you have the java3d jars in the
classpath on your installer.
You may have to check the output directories to be sure it is the correct path and it
will only w
As my interest has largely been from the gaming point of view I will probably be
moving over to the Xith3D stuff, if I ever have enough free time to get back to
playing with 3d stuff. It sounds like I can use most of what I learned with Java3D
there and following on from the last few months even
parent for your dialogs when you
create them?
-Ewan
- Original Message -----
From: "Ben Moxon" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, August 18, 2003 3:07 PM
Subject: Re: [JAVA3D] application-wide popup switch
My JDialogs are all still popping up u
se);
Hope this helps,
Ewan
-
Ewan Borland
Computer Vision & Graphics Group
Department of Computing Science
University of Glasgow
+44 (0)141 330 0209
[EMAIL PROTECTED]
- Original Message -----
From: "Ben Moxon" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Mon
09
[EMAIL PROTECTED]
- Original Message -
From: "Ben Moxon" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, August 18, 2003 1:41 PM
Subject: [JAVA3D] application-wide popup switch
Is there a way to tell a swing application that you want every popup menu it
us
they are all disappearing under
J3D components at the moment I figured it was worth asking here.
Thanks,
-ben
Ben Moxon
newview*
t: 01483 685 398
e: [EMAIL PROTECTED]
w:http://www.newview.co.uk/
*
This email
Surely
you are using one to type?
:-p
-ben
-Original Message-From: hterrolle
[mailto:[EMAIL PROTECTED]Sent: 07 August 2003 14:02To:
[EMAIL PROTECTED]Subject: [JAVA3D] Human
Body
Hi,
I am lookingfora human body. Does someone knows were i could
find it ?
T
I have
found that the OpenGL versions are far more reliable than the DirectX ones, and
more likely to run on different systems.
-ben
-Original Message-From: Vladimir Vernikovski
[mailto:[EMAIL PROTECTED]Sent: 06 August 2003
12:40To: [EMAIL PROTECTED]Subject: [JAVA3D]
Ab
I don't know much about OpenMind but Xith3D is by David Yazel who is a regular here
and was working on java3d showpiece Magicosm ( http://www.cosm-game.com ) so it is
very much Java3D in style, but with more of a gaming angle so some of the more
high-level stuff is absent. Being open-source, I w
I use the most sophisticated possible solution:
System.err.println("Vector2 now is ("+Vector2.x+", "+Vector2.y+", "+Vector2.z+")");
What?
Why are you all looking at me like that?
-ben
-Original Message-
From: Brian Tarbox [mailto:[EMAIL PROTECTED]
Sent: 31 July 2003 12:01
To: [EMAIL P
branchgroups that were previously live no
longer are. They are still a visible part of the scene. Can anyone suggest how this
could have happened?
thanks,
-ben
Ben Moxon
newview*
t: 01483 685 398
e: [EMAIL PROTECTED]
w:http://www.newview.co.uk
(B
(B
(BTry
(Bthis article: http://www.javaworld.com/javaworld/jw-07-2003/jw-0704-3d_p.html
(B
(B -Original Message-From: Khanh
(B [mailto:[EMAIL PROTECTED]Sent: 17 July 2003 05:46To:
(B [EMAIL PROTECTED]Subject: [JAVA3D] Construct a surface
(B in Java3D
(B I want to constru
I have an Arraylist of branchgroups that I add to my scene when I create it.
Immediately after the scene is created I call "branchgroup.isLive()" for each member
of the arraylist and it returns true in each case.
When I try and pick anything from the scene immediately after the scene has been
In my application I have a panel in which a user can pick a shape in a 3D environment.
Because of the problems I have mentioned before, I have to maintain a single Canvas3D
across the application, which seems to be fine, but now I find when I leave the 3D
panel and then go back to it and try to
Depends on what bounds you give it.
-ben
-Original Message-From: Zak Nixon
[mailto:[EMAIL PROTECTED]Sent: 10 July 2003
20:08To: [EMAIL PROTECTED]Subject: [JAVA3D]
Canvas3D vs. JPanel
Does the Canvas3D take ALL available space from a
JPanel when placed inside one?
Go to http://www.j3d.org and check out the FAQs to start with.
-ben
-Original Message-
From: Gili Tzabari [mailto:[EMAIL PROTECTED]
Sent: 09 July 2003 14:39
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Java3D + Swing
Hi again,
It is fairly important for me to be able to use Swing or Swin
Why does the new OpenGL binding release have an effect on Java3D?
Lastly,
> is Java3D in any way easier to use than OpenGL?
>
> Thanks,
> Gili
>
> On Wed, 9 Jul 2003 15:08:46 +0100, Ben Moxon wrote:
>
> >The only other issue I have noticed is the whole "Java3D ma
EMAIL PROTECTED]
Sent: 09 July 2003 15:19
To: Ben Moxon; [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Major problems?
Ben,
What would your recommendation be? Look into the OpenGL binding instead?
The bottom line is: what is the best way to do 3D under Java? Or is this currently
more
trouble tha
The only other issue I have noticed is the whole "Java3D may or may not be about to be
dropped by Sun in the light of the new OpenGL bindings and the way people from sun
keep hinting it is stalled, in a holding pattern etc etc" discussion.
Not really a technical problem, but a point to consider.
I have heard it said that Behaviours are the only way to change a live scenegraph. Not
sure about that, but that is what they are designed for.
I put together a small java3d tutorial that has a couple of sections about behaviours
which may be useful, although it doesn't exactly match your situat
They belong to sun and so I'm afraid they're not big on handing them out, as far as I
know.
There is progress towards a Java3D-like renderer compatible with the new OpenGL apis (
see David Yazel's posts previously) and you may have more sucess using this over a
port of jogl or lwjgl, both of w
I think it is quite possible to generate some quite realistic sky textures using
plasma patterns. That has the advantage that you are able to create your own as you
need to. Good tutorial here: http://www.gameprogrammer.com/fractal.html
-ben
-Original Message-
From: Joerg 'Herkules' Ple
Look for Background Geometry examples- I believe there is one in the demos/java3d
directory.
-ben
-Original Message-
From: Ian M Nieves [mailto:[EMAIL PROTECTED]
Sent: 07 July 2003 15:11
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Sky Textures
Hello All,
I have a 3D world that a user can
InstallAnywhere?
http://www.installanywhere.com/
Worth a try.
-ben
-Original Message-
From: Silvano Maneck Malfatti [mailto:[EMAIL PROTECTED]
Sent: 03 July 2003 17:39
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Java3D Install Program!
Hi everybody..
I am need to a program that creates on
?
Thanks,
-ben
Ben Moxon
newview*
t: 01483 685 398
e: [EMAIL PROTECTED]
w:http://www.newview.co.uk/
*
This email, its content and any files transmitted with it are intended
solely for the addressee(s) and may be
I
managed to stop the problem by switching to the DirectX version of Java3D -
apparently it was either an issue with the OpenGL version of java3d or with my
work PC ( old ATI video card - not sure how well it supports OpenGL ) or a
combination of both.
-ben
-Original Message-Fro
ay to
find a good configuration?
-ben
-Original Message-From: Ben Moxon Sent:
02 July 2003 10:28To:
[EMAIL PROTECTED]Subject: Re: [JAVA3D] Adding a Canvas3D
at runtime
The
Canvas3d fits within its boundaries fine, its just when it is first shown this
black rectangle appears
The
Canvas3d fits within its boundaries fine, its just when it is first shown this
black rectangle appears over the center of my screen - looking at it now
I think it is the same size as my application but drawn right in the
centre of the monitor. The rectangle does not show any of the canv
I have an application that is largely working in Swing but has a 3d viewer involved
for which I use Java3D. This is all, to my surprise, working pretty much as expected,
but when I add the Canvas3D to the swing application it draws a big old black
rectangle over the middle of my screen (outside
I'd just like to say that that I didn't send this. Damn thing spoofed my address.
Apparently that is one of its main traits. more here:
http://securityresponse.symantec.com/avcenter/venc/data/[EMAIL PROTECTED]
-ben
-Original Message-----
From: Ben Moxon
Sent: 27 June 200
I think the thing most likely to kill Java3D deadest quickest is the continued lack of
any official position on it from Sun while we discuss this question on every Java3D
related forum. It would be good to hear an official statement of some sort, even if it
is just to back up the rumours.
Unfortunately IL2, although it uses Java as a scripting language, uses a C++ 3D
engine. I have seen this rumour around the place for a while and it is just incorrect.
I think the faq on the IL2 site corrects this.
-ben
-Original Message-
From: Alessandro Borges [mailto:[EMAIL PROTECTE
I'm sure I recall there was a problem with releasing the memory used for a canvas3d.
Is this still the case as of 1.3.1 ?
-ben
==To
unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signo
Sorry if this is a repost - I got a "message could not be delivered" from the server
when I sent it on friday and in the light of no replies I figured maybe it hadn't sent
properly.
Is it possible to use an animated gif as a texture in j3d?
My current attempt to, just using the usual TextureLo
Is it possible to use an animated gif as a texture in j3d?
My current attempt to, just using the usual TextureLoader stuff is not loading the
texture at all.
The code looks like this:
app = new Appearance();
try
{
String[] ourFile={"file:C://animated.gif"};
System.out.println("Display h
Afternoon all,
I'm wondering if anyone can shed any light on why I can't load a really simple .wrl
file in using a VRML97Loader. I'm not really very up on VRML and it's relationship
with Java3D, so I am quite possibly being entirely lame here, but the code I have is
like this:
VRML97Load
Anyone looking for stuff about the lwjgl might want to go to
http://www.puppygames.net/forums/ where most of the relevant people can be found since
jgo.
-ben
-Original Message-
From: Justin Couch [mailto:[EMAIL PROTECTED]
Sent: 11 June 2003 19:52
To: [EMAIL PROTECTED]
Subject: [JAVA3D]
Isn't the navigation thing because you are looking at the background, so it is not
that the sphere is turning to the right, it is that *you* are turning to the left?
The sphere-mapping is a bit annoying I don't doubt it is feasible to use a standard
cube instead- I only haven't done it because I
Here is a snippet that creates a Sphere rather than using a model:
BranchGroup bgGeometry = new BranchGroup();
Appearance App = new Appearance();
try {
Texture tex = new TextureLoader(new java.net.URL(YOUR_BACKGROUND_IMAGE),
this).getTexture();
App.setTexture(tex);
}
catch (Exception e)
{
e.print
Yes, map it onto a sphere, with normals generated on the inside, add that to the
background geometry and there you go.
-Original Message-
From: Flavius Alecu [mailto:[EMAIL PROTECTED]
Sent: 10 June 2003 13:30
To: [EMAIL PROTECTED]
Subject: [JAVA3D] "rotating" background
Right now I have
und that is used in a lot of demos) and they were both
working before I started moving the viewPlatform.
Any ideas?
Thanks for your time,
-ben
Ben Moxon
newview*
t: 01483 685 398
e: [EMAIL PROTECTED]
w:http://www.newview.co.uk/
*
Morph
requires the same number of points on the mesh at each step, so I don't
think it will be useful for adding shapes to a scene.
-ben
-Original Message-From: Alessandro Borges
[mailto:[EMAIL PROTECTED]Sent: 10 March 2003
14:59To: [EMAIL PROTECTED]Subject: Re:
[JAVA3D]
I think the basic reason for this is size- java3d is a large enough download in its
own right to put a lot of people off, adding it to the already sizeable JRE install
and you get something very heavy that even fewer people are likely to want to download.
I reckon sun should include it in the st
I'm not really up to going through code in detail, but from everything I've heard if
you want to keep a close eye on what is using resources where you want to take a look
at JUnit ( http://www.junit.org/index.htm ) which is the standard open-source java
unit testing tool. It is highly recommende
As a
disclaimer I neither own nor use OS X but I did notice stuff about Fink, which
is designed to allow OSX users to use linux applications more easily- I'm sure
you're aware of it, but if you're not it may be worth a
look.
http://fink.sourceforge.net/
-Original Message-From:
I would never have bought the book if I hadn't found it online and realised how useful
it was...
-Original Message-
From: Yann Lemoigne [mailto:[EMAIL PROTECTED]]
Sent: 22 November 2002 14:48
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] 3D Java
Thanks. Bad news they removed it, it was a
I have recently gone over to Forte- when I looked at it a year or two back it was
slow, bugged to hell and almost unusable. The new versions with 1.4. work much more
quickly and smoothly and most of the really clanging bugs are gone. It has the form
builder stuff but you can just ignore all that
What do you mean lights dont change when you move their transformgroup?
Pointlights certainly do, I'm not sure about other types.
-ben
-Original Message-
From: RWGRAY [mailto:rwgray@;RWGRAYPROJECTS.COM]
Sent: 01 November 2002 16:26
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Moving Lights
I'm still stuck on this problem:
If I have TransformGroup transG in my scenegraph subject and an OrbitBehaviour on my
ViewPlatform and I need to move a second transformgroup transG2 based on the
relationship between transG and the ViewPlatform, moving it appropriately when either
of these moves
he Canvas3D it stops working.
-ben
-Original Message-
From: Ben Moxon
Sent: 31 October 2002 10:54
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Silent fail on XP Vaio
I've written a little application that opens a simple Java3D viewer on request. It
works fine except when we tried runn
I've written a little application that opens a simple Java3D viewer on request. It
works fine except when we tried running it on a new Sony Vaio fx805 running windows
XP. It displays the scene fine, although at a very low framerate, but when you try to
close that Java3D window it crashes. No err
I've put this up a few places and it's been rigorously ignored, although to me it
looks like a very simple question:
I am trying to create a behaviour that will move a transformgroup in reaction to
another TransformGroup that is attached to a RotationInterpolator, so it looks a bit
like this:
You are guessing correctly.
I'm not sure how heavily you have dealt with this area before, but servlets are
designed to create web-pages- they could be used to generate j3d images to be served
out into pages I suppose, like a 3D web-cam type effect, but I would definitely not
say that it could
Are you rotating it about a point or an axis? Setting its mode to ROTATE_ABOUT_POINT
sorted this out for me.
-ben
-Original Message-
From: Durga.Banda [mailto:[EMAIL PROTECTED]]
Sent: 12 October 2002 18:35
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Oriented Shape 3D Rotation Problem
Hi,
Thanks, I'll try this. The card is a standard GeForce 3, which I think should be
pretty good for multi-texturing, but no harm in trying it.
-Original Message-
From: Stoney Jackson [mailto:[EMAIL PROTECTED]]
Sent: 10 October 2002 17:10
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Running g
alpha with the texture's alpha.
ta.setCombineAlphaMode(ta.COMBINE_REPLACE);
ta.setCombineAlphaSource(0, ta.COMBINE_CONSTANT_COLOR);
ta.setCombineAlphaFunction(0, ta.COMBINE_SRC_ALPHA);
tu[3].setTextureAttributes(ta);
-Stoney
- Original Message -
From: "Ben Moxon" <[EMAIL PROTECTED]&g
---
From: Artur Biesiadowski [mailto:[EMAIL PROTECTED]]
Sent: 09 October 2002 11:14
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Running greyscale textures into colour/alpha
channels
Ben Moxon wrote:
> How would I go about mixing several textures so that each one fills a colour channel
>and the
How would I go about mixing several textures so that each one fills a colour channel
and the alpha channel?
I have created an array of TextureUnitStates, one for each texture, and they are all
drawing correctly but each texture is in a grey_scale/alpha format and what I want is
for texture1 t
The basic InstallAnywhere package is actually free. Trouble is that if you want to
install the JRE then you need something that runs without it, making java a
potentially bad option.
For a free solution take a look at Nullsoft's offering http://www.nullsoft.com - I
have seen this used a few
1 - 100 of 108 matches
Mail list logo